Lightbulb - glow

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justix
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I'm playing around with a cliche model, a Light bulb and love to check how to get the inner springs lighting up
like in a real bulb were the light does glow and the bulb get properly illuminated itself..

Any trick?
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Carl S.
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Sounds pretty straight forward. Model a physically accurate bulb and make the filament a emitter.
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justix
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Carl S. wrote:Sounds pretty straight forward. Model a physically accurate bulb and make the filament a emitter.
Did it but it does not Glow-ish really..I say ish because it should glow according to what power the light is emitting but..
no matter what power the filament does emit but no glow effect..and the bulb does not get illuminated "inside" I'm sorry, it is hard to explain...BUT i'm working on a sort of trick myself, I'll post the result soon :)
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Carl S.
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There is no glare type feature in Octane the "glow" should be done in post.
Not sure about the light passing through the glass in Octane yet. Havn't had much time with V5.
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justix
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Carl S. wrote:There is no glare type feature in Octane the "glow" should be done in post.
Not sure about the light passing through the glass in Octane yet. Havn't had much time with V5.
Yep, I forgot about the issue of light not passing glass...well...I think we have to wait for it, hope not too long...
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Carl S.
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These light bulb renders used on the box have always fascinated me.
http://www.lightmapstore.co.uk/
DayVids
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light passes through glass, just not in direct lighting mode.
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justix
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DayVids wrote:light passes through glass, just not in direct lighting mode.
Yes it does (I'm in a state of confusion) in Pathtracing..still , it does not look right, like if it has no power to actually light the bulb itself and give correct light, I understand the emitter is applied to a mesh which in this case is a tiny 'spring but...maybe I'm doing something wrong, I tried to rise the emission power but the only reasonable change happen to the reflection on the floor :?: :?:
Attachments
test.png
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bepeg4d
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Without the new algorithm if think it's an impossible mission but I remember a topic of ROUBAL with a workaround.
it's not an unbiased way but with the new mix-material-node could be very interesting... the only problem is that I can't find it with the search :(

ciao beppe
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radiance
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these indeed require the new render kernel, path tracing has difficulty finding the glowing wire in the lamp.
you could lower the environment light and up the exposure but it won't render very efficiently...

Radiance
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